org.scijava.java3d.SourceCodeShaderRetained Maven / Gradle / Ivy
/*
* Copyright 2005-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
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*/
package org.scijava.java3d;
/**
* The SourceCodeShaderRetained object is a shader that is defined using
* text-based source code. It is used to define the source code for
* both vertex and fragment shaders. The currently supported shading
* languages are Cg and GLSL.
*/
class SourceCodeShaderRetained extends ShaderRetained {
private String shaderSource = null;
/**
* Constructs a new shader retained object of the specified shading
* language and shader type from the specified source string.
*/
SourceCodeShaderRetained() {
}
// This method is similar to setShaderSource().
// To conform to j3d frame in retained creation, we will stick with method
// with init name.
final void initShaderSource(String shaderSource) {
this.shaderSource = shaderSource;
}
final void set(int shadingLanguage, int shaderType, String shaderSource) {
this.shadingLanguage = shadingLanguage;
this.shaderType = shaderType;
this.shaderSource = shaderSource;
}
/**
* Retrieves the shader source string from this shader object.
*
* @return the shader source string.
*/
final String getShaderSource() {
return shaderSource;
}
final void setShaderSource(String shaderSource) {
this.shaderSource = shaderSource;
}
@Override
synchronized void createMirrorObject() {
// System.err.println("SourceCodeShaderRetained : createMirrorObject");
if (mirror == null) {
SourceCodeShaderRetained mirrorSCS = new SourceCodeShaderRetained();
mirror = mirrorSCS;
}
initMirrorObject();
}
/**
* Initializes a mirror object.
*/
@Override
synchronized void initMirrorObject() {
mirror.source = source;
((SourceCodeShaderRetained) mirror).set(shadingLanguage, shaderType, shaderSource);
((SourceCodeShaderRetained) mirror).shaderData = null;
}
@Override
synchronized void updateMirrorObject(int component, Object value) {
System.err.println("SourceCodeShader.updateMirrorObject not implemented yet!");
}
}